FE_Builder_GBA -- If you have any questions, attach report7z

Please send report7z.
http://dw.ngmansion.xyz/doku.php?id=en:guide:febuildergba:report7z

For the inbuilt DismountEx function, is there a way for dismounted to calculate their stats from the dismounted class base stats?
e.g. in Thracia when Olwen dismounts she loses 1 STR, 1 SKL, 2 SPD and 1 DEF because the base stats of the dismounted class are lower.

DismountEx only changes the class.
There are no other functions.
If you want it, please create it yourself.

Since this question was difficult to answer, the answer was slow.
Once all the details of the unknown ASM he used are revealed, It will can rebuild.
Currently, there are some unknown ASMs in the extended area after 0x09000000, which is presumed to interfere with rebuild.
(However, this is a guess.)

If you can rebuild, the data will be reduced to about 26MB.
Since it is currently about 31MB, it will be possible to secure a capacity of about 5MB.

Examining unknown ASM at the binary level is a time-consuming task.
I don’t want to do it.
I think it’s better to start a new project than to modify the TLP.

This is a patch bug.
Thank you for reporting the bug.
In FE7, the problem is that the hook source function GetUnitMiniPortraitId is optimized and the lr register is not pushed.
In FE8, the lr register is pushed, but not in FE7.
This is because I didn’t realize this and used the same routine as FE8.
This caused the lr register to be tainted when calling the check flag command.

Note:
If you are using the FE7 ChangePortrait patch(Switch Portrait images by class, chapter, flag), update the FEBuilderGBA, then uninstall the patch and install it again.
The FE8 version does not have this problem, so there is no problem without doing anything.
This is a problem with the FE7 version.

1 Like

Thank you very much sir !

Thanks for the detailed and very prompt response.

I guess I’ll just have to be a lot more conservative with my space then.

Don’t know if this is the right place to ask about something like this or not, but I’m having a bit of an issue trying to create a new chapter in FE Builder (using FE8 as the base). When I go to chapter editor and extend the list, the new chapter has all the properties of the prologue, and changing them changes the prologue too. I have no idea if I’m supposed to do it this way, even after using this program for about 6 months now. Any feedback or advice would be greatly appreciated

If you are a beginner …

Do not extend chapter.

There is almost no need to extend chapter.
FE8 has enough chapters.
There is no need to expand.

I can understand that when look at the expansion button, driven by the urge to press it.
However, do not push it unnecessarily.

If you are not a beginner.

Have you allocated the PLIST properly?
In addition to the PLISTs that make up the MAP, events are also managed by the PLIST.
Have you assigned a value to it?

If you are not sure.

Please send report7z.

2 Likes

I also hidden the default extension button in Chapter.
Like the class expansion, there is a urge to push when there is a button.
If you want to display the extended button, please enable it as an option.

1 Like

That fixed the problem, thanks!

I’d like to report a bug where a level up displays wrong stat increases. I have attached screenshots that show the bug happening:

Screenshots

Here’s my unit before the level up.

I have made an event where visiting a house gives EXP by using the
Add Event: Give the unit experience points - patch.

Here’s the level up.

Here’s how my unit actually is after the level up.
As you can see, the level up screen displayed as if my unit got +2 on each stat,
even though in actuality each stat increased by +1.

Edit: leveling up by killing enemy units doesn’t cause this bug.

Please send report7z.

Thank you for report7z.

This is a patch bug.
please update FEBuilderGBA.

There is an updated version of “Add Event: Give the unit experience points”.
The older one is marked “(OLD)”.
Install a new patch and replace the older event.

If you delete all the events of the old patch, you can uninstall the old one.
Do not uninstall old patches before replacing all old patches.

1 Like

Should report7z also be used for features that do not work correctly in the first place?

Please send report7z if you have “any questions”.

report7z includes saved data so we can reproduce the problem immediately.
This will save we time.

For example, imagine a problem that occurs in the second half of ch10 when a soldier and Eirika fight.
How do you think it can be confirmed?

First, I need to get the latest ups for your game.
Then proceed to ch10.
Then I have to go to the second half of the stage and fight the soldier and Eirika.
Can you imagine how long it will take?

Even if I make an effort so far, the problem may not be reproduced depending on how proceed to the game.
This may only be a problem if Eirika is not at a certain level or attacks with a specific weapon.
In that case, I should ask you for more detailed reproduction steps.
You can imagine that it takes a very very very very long time.
Waste time with each other.

report7z can solve all this problem.
Expand report7z, double-click ups and press F5 to reproduce the problem.
Probably only takes about 1 minute.

3 Likes

I update SkillSystems by FEBuilderGBA.
Skill20191022

1.Item Skill
Item skill seems to be given to the top item in the item column.
Item skills are not displayed on the status screen, but they are operating as skills.

I also enabled some patches.

2.AnimaTriangle patch.

If you want to change it, use the following patch.
If you want to disable it, empty its list.

AnimaTriangle_FireList SkillSystem Version
AnimaTriangle_ThunderList SkillSystem Version
AnimaTriangle_WindList SkillSystem Version

3.LeadershipStar patch.

By default, leadership is assigned to Eirika Seth and others.
If you want to change it, use the following patch.

Leadership Skillsystems Version

4.Stairs patch
If you want to use, please enable from Event MapObject.

5 Likes

SimpleEscape

It took time and effort to make a escape event script.
However, it is easier to make from now on.

Use two patches.
//these patches NOT hook ROM functions, so I think it’s very unlikely to conflict with other patches\r\n

Add Event: Simple Escape event that can be easily created
Display Escape menu

“Display Escape menu” is a patch that displays the Escape menu.
“Simple Escape” is a patch that performs Escape processing easily.

Set 0x13 Escape in Map Object by Event Cond.

Set the Event command.

You can create 3 type escapes.

Stage cleared when everyone Escape[XX:POINTER_UNITSSHORTTEXT:Units dialogue]	Simple Escape Command

When all player units escape, the chapter is cleared.

Stage cleared when everyone Escape[YY:UNIT:The last unit to Escape][ZZ:TEXT:text when refusing to escape][XX:POINTER_UNITSSHORTTEXT:Units dialogue]	Simple Escape Command

When all player units escape, the chapter is cleared.
However, the specified unit must escape at the end.

Stage cleared when specific unit escape like FE9[YY:UNIT:Unit][XX:POINTER_UNITSSHORTTEXT:Units dialogue]	Simple Escape Command

Cleared when a specific unit leaves.

Sample
Seth must escape at the end.

https://cdn.discordapp.com/attachments/470029781795078175/636570108788998144/simple_escape_sample_test.PATCH.20191023225717.7z

3 Likes

What does the stair hack do?

It works similar to the stairs in Fe Fates.